• 0

    posted a message on SCII DotA: Storm of the Imperial Sanctum: Beta Testing

    This thread will be used for beta signups and bug reporting.

    Please leave your username and identifier, and i will find you whenever I'm doing a test run.

    Those who test the map will leave user feedback and bug findings in this thread.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Starcraft II DotA: Storm of the Imperial Sanctum
    Quote from EternalWraith: Go

    @ekcolnovkol: Go

    Ah. Zifoon? http://www.sc2mapster.com/maps/aos-template/

    I made it from scratch. This was my only reference: Link The map is also not identical. Many paths in the zerg forest have been changed to make better use of the editor's terraining tendencies.

    I noticed alot of people developing AoS maps tended to end up using the same terrain. The layout would pretty much make up the rest of the story, so yes there would be alot of unintended similarities.

    ... are those roaches shooting cannons? o_O"

    Posted in: Project Workplace
  • 0

    posted a message on Starcraft II DotA: Storm of the Imperial Sanctum
    Quote from EternalWraith: Go

    @ekcolnovkol: Go

    Dont forget to give credits to the person that created the map. As you did not.

    I created the map o.O

    Posted in: Project Workplace
  • 0

    posted a message on Starcraft II DotA: Storm of the Imperial Sanctum

    SCII DotA: Storm of the Imperial Sanctum

    Hero Development Page

    Disclaimer: All mechanics and gameplay are presented on an as-is basis, and are therefore subject to change.

    Currently we have completed the game system, and are working on refining heroes and item/mercenary effects. Balancing begins on release date. We are also currently testing several changes in the game mechanic with the addition of a mercenary bay, different spawn numbers from each side, and an attribute system based on SC2 parameters. All these changes are executed in an effort to develop a revision of DotA that is derivative of StarCraft game mechanics.

    Embed Removed: https://www.youtube.com/v/8RDFJErgHY0?fs=1

    We are in short supply of heroes so this could be your chance to get yours out there with a simple "how about a hero that shoots kamikaze battlecruisers?". Our hero criteria as follows:

    - Heroes should take advantage of new mechanics like the mercenary bay. AoE buffs, disruption, and information acquisition abilities are in the zone.

    - Heroes are no longer based on str/agi/int, but rather on armor class. Armor classes affect how you take damage and logistically, how you deal damage. Classes include Biological, Psionic, and Armored.

    Armor Classes:

    The new armor class system may seem immediately imbalanced or foreign to most, but it simply affects the method in which the hero is developed over time. An immediate misconception is that Biological=Zerg, Psionic=Protoss, and Armored=Terran. This is not the case. For example, Lord.Zyrkhan (a zealot) is considered armored since he is designed as a close-quarters melee hero.

    - Biological: Low armor, high vital stat gain. Deals below average weapon damage. Bonus damage against Psionics.

    - Psionic: Moderate armor, moderate stat gain. Deals above average weapon damage. Bonus damage against Armored.

    - Armored: Heavy armor, moderate stat gain. Deals average weapon damage. Bonus damage against Biologicals.

    Mercenaries:

    Mercenaries are hired via the shop and provide support on the battlefield in the form of information acquisition, healing, chasing, or simply destroying towers/creeps. Like items in DotA, they are combined in later stages to call forth stronger mercenaries, but are subject to destsruction on the field. To offset this downside, players recieve a partial reimbursement when a mercenary dies.

    While we should have 8 heroes by release date, we would sincerely appreciate additional help in developing more. If you are interested in working directly with us on refinement, send ekcolnovkol a message on irc or via the forum.

    Posted in: Project Workplace
  • 0

    posted a message on [Trigger] Saving hero levels/abilities/items/stats on "death".

    All this, with only two lines (HABEEB IT):

    Event-Unit takes fatal or non-fatal damage. Condition-Triggering damage amount >= Triggering unit current life

    You can figure out the rest yourself ;P

    Thanks to Zironic who pointed out this most obvious of solutions.

    Posted in: Tutorials
  • To post a comment, please or register a new account.